seeking missile

Finally, what I did was just make a method that used the Pythagorean theorem to make the missile move the same distance to the banana every time the missileMove selector was called.

I also made the missile rotate to the banana.

If anyone is interested, here is the code:

 

 

 

 

-(void) followingMissileMove{

    missileDurationCount ++;
    float rotationAngle = [self rotationAngleMissileRespectPosition:_player.position]; //calculate the rotation angle to the banana

    rotationAngle -= 90;
    float rotationFinalAngle = -1 * rotationAngle;

    missile.position = [self advanceMissileToPoint:_player.position];
    missile.rotation = rotationFinalAngle;

    if (missileDurationCount > 500) //Stop the action

}

 

Here is the method that I used to calculate the new missile position every time the missileMove selector was called. Of course, the new position was closer to the banana.

 

 

 

-(CGPoint)advanceMissileToPoint: (CGPoint)positionToAdvance{
    // Determinem el angle de la posició à respecte al missil
    float pixelsToAdvance = missileVelocity;
    CGPoint advanceMissileToPoint;
    float anglePointRespectMissile;
    float offY;
    float offX;

    if (missile.position.y < positionToAdvance.y) {
        offY = positionToAdvance.y - missile.position.y;
        offX = positionToAdvance.x - missile.position.x;
        anglePointRespectMissile = CC_RADIANS_TO_DEGREES( atanf(offY/offX));
        if (anglePointRespectMissile<0) anglePointRespectMissile = 180 + anglePointRespectMissile;
    }
    else if(missile.position.y > positionToAdvance.y){
        offY = positionToAdvance.y - missile.position.y;
        offX = positionToAdvance.x - missile.position.x;
        anglePointRespectMissile = CC_RADIANS_TO_DEGREES( atanf(offY/offX));
        if (anglePointRespectMissile < 0) {
            anglePointRespectMissile = 360 + anglePointRespectMissile;
        }
        else {
            anglePointRespectMissile = 180 + anglePointRespectMissile;
        }
    }
    else if(missile.position.y == positionToAdvance.y){
        if(positionToAdvance.x > missile.position.x){
            advanceMissileToPoint.y =missile.position.y;
            advanceMissileToPoint.x = missile.position.x+pixelsToAdvance;

        }
        else {
            advanceMissileToPoint.y = missile.position.y;
            advanceMissileToPoint.x = missile.position.x-pixelsToAdvance;

        }
        return advanceMissileToPoint;
    }

    //Depenent del quadrant avan?em els pixels 

    if (anglePointRespectMissile >= 0 && anglePointRespectMissile <= 90) {
        advanceMissileToPoint.y = missile.position.y +((sinf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);
        advanceMissileToPoint.x = missile.position.x +((cosf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);
    }
    else if (anglePointRespectMissile >= 90 && anglePointRespectMissile <= 180){
        anglePointRespectMissile = 180 - anglePointRespectMissile;
        advanceMissileToPoint.y = missile.position.y +((sinf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);
        advanceMissileToPoint.x = missile.position.x -((cosf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);

    }
    else if(anglePointRespectMissile >= 180 && anglePointRespectMissile <= 270) {
        anglePointRespectMissile -= 180;
        advanceMissileToPoint.y = missile.position.y -((sinf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);
        advanceMissileToPoint.x = missile.position.x -((cosf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);
    }
    else if(anglePointRespectMissile >= 270 && anglePointRespectMissile <= 360){
        anglePointRespectMissile = 360 - anglePointRespectMissile;
        advanceMissileToPoint.y = missile.position.y -((sinf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);
        advanceMissileToPoint.x = missile.position.x +((cosf(CC_DEGREES_TO_RADIANS(anglePointRespectMissile)))*pixelsToAdvance);
    }
    return advanceMissileToPoint;

}

 

 

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